Zoe for Unity: Help Center
  • Zoe for Unity - Help Center
  • Installation
    • Setting up Unity
    • Installing Zoe
    • XR Settings
    • Basic Scene
  • Getting Started
    • Interaction Rig
      • Create an Interaction Rig
      • Structure & Settings
    • Testing without a headset
    • Navigation modes
  • Adding interactivity
    • Overview
    • Interactive Objects
      • Creating IOs
      • Structure of IOs
      • IO Setup
    • Interactions
      • Interaction Setup
      • Conditions
        • Duration (parameter)
        • Gaze
        • Point and Click
        • Proximity
        • Touch
        • Manipulate
        • Inputs
        • Drop
        • Approach
        • Collision
      • Actions
        • Delay (parameter)
        • Scale
        • Rotate
        • Rotate Around
        • Translate
        • Activate
        • Audio
        • Animation
        • Physics
        • Change Material
    • Drag & Drop system
    • API - Custom Scripts
      • Create your own Condition
      • Create your own Action
  • Multiplayer
    • Installation
    • Photon Setup
    • Scripting Symbols
    • Get Started
    • Avatars
    • Multiplayer Conditions
    • Multiplayer Actions
  • Exporting Your App
    • Exporting your .apk for Quest
    • Sideloading your .apk on Quest
  • Lessons
    • Getting Started
      • Interactive Objects
      • Actions 01
      • Actions 02
      • Conditions 01
      • Conditions 02
  • MX PEN INTEGRATION
    • Installation
    • MX Pen Input Mapping
    • Changing the default MX Ink Visual
  • Swapping the MX Inc Visual In Play Mode
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  • Zoe Avatars
  • Custom Collection
  • Color Strategy
  1. Multiplayer

Avatars

Options to represent users in your multiuser experience

Last updated 2 years ago

The networking module provides a simple avatar system for representing users in a multiuser session. Inside the Networking Manager you can choose to use Zoe Default avatars or use your custom 3D models, through a 'Custom Collection'. Both use a 'Color Strategy' allowing to assign either a random color for each new avatar or a single one to all.

Zoe Avatars

These are the default avatars from Zoe, you can also find them in the standalone application. The 'color strategy' is applied to the head, and accessories vary randomly:

  • To see all the 3D models available, you can check the Avatar Prefab Collection inside Network > Zoe Avatars

Custom Collection

Choose this option to use your own 3D models or a variant of the Zoe one. You will see the following options in the Inspector:

Here you can either create a new collection or copy the Zoe default one and modify it as you wish. A prefab collection looks like this:

*Hats are accessories that will show on top of the heads.

Note that elements will be mixed and matched randomly.

In order for the system to work, you will need to assign a specific script to every element. Make sure you add the following scripts to their corresponding avatar part:

  • Avatar Head

  • Avatar Face

  • Avatar Hat

  • Avatar Left and Right Hand

Color Strategy

When using your own 3D models you can also choose the specific 3D parts that will be affected by the 'color strategy'. As you will notice inside every specific script you can choose the 'Colorable parts':

For each element you can:

  • Assign a Mesh Renderer

  • If your mesh has multiple Materials assigned you can indicate the one you want to be modified by indicating its Index (make sure you choose RendererWithIndexColorable in this case)

  • Shader Property: change this if you are using custom shaders (and you know about shaders ;) ) and would like to modify another property than the _Color one.

  • For the Head you can also specify the anchor points for the accessories (hats) and the face element.

Example of Zoe Avatars in a session
Custom Collection parameters
Avatar Collection with elements to fill
Customising how Color Strategy is applied to 3D meshes